Jarvan IV Build Guide by Hochmeistern
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| Health | 4622 |
| Health Regen | 81.6 |
| Mana | 1345 |
| Mana Regen | 23.1 |
| Armor | 195.69 |
| Magic Resist | 177.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 410 |
| Gold Bonus | 10 |
| Attack Damage | 154 |
| Attack Speed | 30.938 |
| Crit Chance | 25%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 14.08 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Introduction
Hello mobafirerers, first off I'd like to thank you all for taking a look at what I think is a Solid and Well Detailed(eventually) guide for playing as The Exemplar of Demacia.
This is my first moba/LoL guide so any ideas, words, and ramblings(InB4 this bites me in the rear) are welcomed. Hopefully, what I have learned over so many games can aid all of you in playing as
Jarvan IV.
Also I have never played a ranked game for various reasons (My internet SUCKS... UBER BAD), however I believe this guide is more than viable for ELO play at various levels.
Also a big thank you to JhoiJhoi for blessing all us new guide makers with such a beautiful template.
Pros / Cons
Pros+ Can harass in lane well + Great farming passive, great passive in general + Tanky- Even without items + Uber Damage for being tanky (Basically were a Yellow pimped out wrecking crew) + Great variations of CC (We can disrupt, chase, slow, and terrain lock) + Great Burst Potential (Your combos will drop squishes all game long- E+Q+R=Pain) + Can Gank Very Well (There is jungle Jarvan after all, one I suggest learning especially with the guides on this sight, I greatly approve of them) + Leader of your team or assistant leader (If they don't listen, basically they die) + Very Versatile and Plays with others nicely (Easy to fit into team comps as Top or Jungle, even support + Doesn't require a skin to look awesome(Sorry |
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Cons- Mana Hungry (A problem that effects many mana champs, philosopher's stone fixes this greatly) -Needs a Good farm (Not as much as some champs but this build does cost gold, easily fixed through gp10 usually) - Can't carry the team (As in other people have to do well, which I would hope everyone needs to hope on) - Very Bursty (Sustained damage isn't Jarvan IV's strength but it is by no means terrible and picks up very well with the right items) |
Runes
First off runes...
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Health 2 |
Greater Quintessence of Armor Penetration 1 |
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Marks
9greater mark of desolationMarks are strait desolation runes, the only option I see as viable considering what Jarvan IV has to offer. Helps us hitting stuff in general with everything.
Seals
9
Seals are armours, our armour is probably the best in the game at level 1 and this helps our laning game so much (eat more harass, basically our early game armor doesn't require a single item)Glyphs
9
Glyphs are MR per level, we won't have a problem with early MR and these can really start to pay off later. Personally I believe there is no other option for these.Quintessences
2
1greater quintessence of desolationI personally go 2 health quints and 1 armour pen. One could go with 2 armour pen and 1 hp quint but i think those 2 hp quints really are powerful in lane. Also 3 Movement speed quints wouldn't be a bad change either.Finally these runes are very cheap and I should see little to no problems affording this set. Half of you probably have all these runes anyway.
Masteries
9/21/0 is how I suggest you roll. Many a
Skill Sequence
This is probably the most likely path one might deviate from me.(However this is one of the reasons my guide is so diffrent from all the other
Jarvan IV guides out there) I understand my skill order is strange but after many a game I've decided its one of the best if not the best way to go. I have never seen this exact path before by others but hey, everything starts somewhere. Standard at level 1 is no question the best (Free armour and a scouting tool in one?!?!?! Yes Please) Another key point in this skill order is it conserves mana. As you level up your
Dragon Strike, it may be more powerful but can eat through our mana pool. This slower leveling of our Q allows us still great damage as well as conserving mana.
You can also run the effective R>Q>E>W. This set up leads to a strong harassing game and great combo damage, made for those who want to make top lane a living hell for the enemy.
Your passive is a great one, now with physical damage that armour pen really aids and it also helps with your last hitting, something very crucial in solo top lane with Jarvan IV.
Good old
Your
The
Lastly, your ult, Summoner Spells
I usually go with
Flash and
Ignite.
Flash is a must, its such a great spell, I mean you see it everywhere, it can save your life or even secure a kill, the possibilities are endless.
Ignite is great for securing kills or nullifying healers like Warwick and Swain and securing our early game kills as well. This could viably be substituted with any of the summoners listed below, only taking these if you have multiple
Ignite on your team or lacking in a particular spell for your team. Also note that
Flash can easily be exchanged for spells like
Ghost for preference.
Useful for solo top and jumping onto some wards for an unexpected gank. Not my choice but viable none the less.
A great way to absolutely eliminate an enemy's ability to fight. Honestly this is my first-runner up pick if we have a sufficient number of
Ignite. Great for also securing kills.
Back in the day I used to run this along
Flash/
Ghost. It eliminates suppression, DoT affects,(Go qq some more
Mordekaiser) and provides 65% CC reduction for 3 seconds(Stacks multiplicatively with other forms of tenacity like our boots and masteries). Possibly a choice in ranked with
Ignite/suppression(
Warwick-
Malzahar teams.
Still a great choice in replacement for
Flash. Sometimes a blink just can't do the job and going in the old-fashion way is our only option.
The rest are just meh...
Items
Now the moment you have all been waiting for, our items.
As with many champs we do have a core build that we almost never deviate from and that is...
Core Build
or...
Early I mentioned how important our farming was and these 2 little gp10 items really allow us to dabble in some extra activities (Ganking, etc...), while double
I, in all honesty, love this thing, it makes you what you are literally, after all we are a trinity tank. This little number gives us a bit of everything and plus it builds out of 3 great items in
These bad boys are our laning phase, with these we farm and sustain. Always build these first respectively, only buying
These are the boots you will find yourself sporting 99% of your games. Not only do you get the CC reduction tanks desire but some early MR which can save you from those pesky casters early.
x2I added these for
Its a great mid/early game item and allows us to just plane ignore the enemy's armour.
Other items of Importance
This is our other source of damage. This fine piece of equipment is our Mid-Late Game armour and couples with
My personal favorite MR item, giving us more speed, coupled with
Usually I'm not a fan of pure hp but with the amount of resist you will have at this point you can now boost your damage output
A great item with an active and a strong passive effect. Unforgettably, it is rather expensive for what it is truly worth in my opinion and does have an active, which is a double edged sword in an item, but it does build out of our
One of my favorite items. You could possibly swap this with you
A great item with a free spell shield and mana and health. I use to use this with no exception on
A great item for attempting to add some sustained DPS to our game, plus the extra on hit damage is like having a reoccurring
This may be a
This little number seems to be rather powerful yet expensive. Its passives are amazing and it gives us more resist and damage so what's not to love, its like the magic version of
I could get this item for basically two reasons. 1) Its friggin' cheap and 2) Its active can make all your troubles go away. A great item that allows you to run through hell and back, as well as getting yourself out of sticky situations.
I only find myself sporting these if the enemy team just loves to auto attack period. I personally do not like these "things" but they have their place
This is a great, but expensive item. In games where you need that extra bit of CC however this is just what the doctor ordered. This works great as a replacement for
A great and cheap item that just adds us some more damage and really allows us to keep stacking on some of that powerful armour pen that we hold so dear. Great on
Another build to note is the one placed the in 2nd spot. This build is primarily a jump into becoming sustained-DPS oriented after your frozen with
When to GP10 or Double Dorans
I have always been keeping an eye on all the other guides out there and see some decide to not go for the
Philosopher's Stone and
Heart of Gold and I won't lie some options are better suited for the situation.
Regrowth Pendant basically lets us build a faster GP10 and sustain with less pots, need I say more?
Boots of Speed are also a common pick along with potions. I could see in picking these if you notice the team has a great ganker at low levels. That speed can mean life or death with some of those junglers who are renowned for their ganking powers.(Like
Nautilus) Plus these also lead greatly into the double
Doran's Blades, making for a AD wrecking ball in the form of badassity. I recommend these if your in a lane where a little extra damage goes a long way or you know you have an easy lane. Heck these things are an excellent choice even more so as you can build both ways from them, depending on your match up.
Wriggle's Lantern provides us with an early sustain, making the enemy's junglers life an endless hell, and an improvement in last hittiing. I WOULD ONLY GET THIS IF YOU ARE GETTING YOUR DEMACIAN BUTT WOOPED OR ARE BEHIND. That being said its a great pick for 3v3.
However the only problem with gp10 is the loss of early Ad which can allow you to dominate in lane. With that early AD though we lose some sustain, free farming, and roaming capabilities around the 15-20 min mark. (A good and solid gank mid and just net you and your team more gold)
Also Important to note is when to sell our early game items.
Doran's Bladex2 are sold usually when getting your MR and
Giant's Belt/ Last Whispers.
While GP10 are are a diffrent story all togather. I would recommend selling
Philosopher's Stone when buying
Warmog's Armor and usually keeping
Heart of Gold for a late game
Randuin's Omen. However you can sell heart of gold if you'd like if your not getting
Randuin's Omen or maybe need some more stopping power in the form of last whispers and the like.
Game Play
First we will focus on the 3 main stages of the game.
Early Game
Mid Game
Late Game
The point of no return...
Late Late Game
You vs. Other Top Laners
Pantheon- A solid match up and one I think with our items an equal terms battle. Usually with any other items on
Jarvan IV this would be all panth but we have 3 tricks to use. Both our gp10 will sustain us with health and its regen healing out much of his harass, even his spear throw. Leveling our standard increases our durability and allows us to shrug his harass off like a pesky insect and keep farming. The last little trick we have is leveling our
Dragon Strike this way allows it to hit under his passive for much of the laning phase. That being said don't attempt to use
Martial Cadence as it will do nothing but pull creep aggro. Medium overall. Medium-Hard if you go the double
Doran's Blade route
Renekton- Easily one of our toughest opposition. I suggest one thing and that is to never ever give him
Martial Cadence as he will just stun you and proceed to dash across your face and auto attack you. Only use
Dragon Strike to harass only engaging in melee if you KNOW you have him. Overall hard... No matter what...
Irelia- Here you will just be trading blows but she has the upper hand. early you can let the
Martial Cadence fly but when she hits around level 4/5 only use
Dragon Strike sparingly and keep an escape always ready as she can be almost as tough as
Renekton.Overall medium-hard
Udyr- He hard counters you basically as his damage and sustain just lay you in the dirt. Luckily his home is the jungle generally, so this can be uncommon. Just play safe and watch for that bear stance as it just shreds you apart. I recommend the renekton method and just shove the spear down his throat every once in awile and only go for the kill if you KNOW you have him. (We have troubles escaping him but he can't escape us) Overall medium-hard.
Jax- The grand master of arms is basically the grand master of pain. He is tough, pokes well, has escapes, and is a 1v1 master. With this bundle of joy I would suggest you keep yourself alert and only use your q and e to harass as if you engage him in melee he will just spin his post around like a color guard member. Coordinate with your jungler to gank him to his knees early as he is at his weakest point then and deny him his farm. Overall moderate difficulty.
Vladimir- An interesting match-up, This lane basically get tougher as time goes on, just try to assert your authority early as once he hits level 9 he has god-like sustain. Make him eat
Martial Cadence early and to repay any of his Q with yours or
Martial Cadence and if it should come to a 1v1 death match, then you should have the upper hand if you can land E>Q>R>
Ignite to which he will attempt to troll pool away and kill himself. If your for some reason having trouble a
Hexdrinker can give you a bit of help. With GP10 sustain is much easier but with double
Doran's Blades he is easier to burst down. Overall Easy-Medium. Medium-Hard after level 9.
Jungling
A jungler guide from an experienced jungler
Consult
- A jungleA big thanks to rasR pi4ate for allowing me to link his guide to all of you.
A jungling guide from a guy who knows how to jungle with 3 champions... (
This is basically a quick summary, if you need to know how to in-depth jungle then I'm not your man, solo top is where its at.
Item wise we start with
If the enemy jungler is say
If the enemy has no jungler than either one is a fine option.
The overall choice is up to you and what your facing, both are great picks.
At any rate to our clear.
First we start at wolves as the spawn early and net us some extra xp and gold.
Next we hit blue, hopefully with a competent leash. Tell them to only attack once or twice so we get more xp and they dont make the stupid golem come back for a recharge. Also ask for protection from invasion with top lane.
This next step is up for grasp. You can gank top or mid(an excellent choice and my favorite) or just continue on your clear. Remember your helpers will probably just have gotten into lane so the enemy might have not over extended yet or are not low enough to attack, remember never force a gank when it won't work, your only wasting time and xp that we lose in being a jungler. Anyway, if your top/mid gank is a success (burned a summoner's or first blood) then good work and continue to clear your jungling route.
Now that you ganked and or didn't then hit wraiths, my favorite camp (gives most health and does no damage). Then after mutilating them beat the wolves to a pulp again as they should have respawnded by now.
Now hit red buff, smiting it for the kill then take golems. If you took
Now that you recalled, depending on your gold is what you buy. First off buy the starting item you didn't buy, buy now along with a ward or two and some various pots, maybe 2hp and a mana just in case or more.
Then continue to do what jungler do, ward the enemy jungle buffs and your own, clear your jungle primarily and theirs if your getting ahead of them, gank like a boss (while "like a boss" is actually playing in the background w/ shades on of that's your thing.
Being a jungler gives you the horrid possibility of falling behind like a low IQ kid in calculus class. just try to keep farming that xp as the gold will come with it make game breaking ganks.
Ganking is the only reason I ever learned the jungle, mainly because I'm innately good at it. I don't see why some people honestly can't do it as its as easy as pressing E+Q then boom, money. Honestly I've only started jungling recently and find it easy as long as you have a team not full of buffoons. At any rate, just make sure you have good positioning and pray your blue team (imo better jungle/side in general although some great opportunities exist on it for ganks ((example: better gank choices on first clear since red is top))).
If all is going well for your team then hit dragon and gain some additional gold and continue your rampage. If not then just keep clearing your jungle and back up lanes, maybe even plan a counter gank(ganking the jungler/lane during a gank) against the enemy jungler with your wards placement to catch up.
Lastly in this smashed up section a little on items. Basically an early
After all of that explaining, just build what your situation calls for, let it be more damage or more protection in a variety of forms.
Hope this little section helps a bit.
Wards and Warding
Lastly... PUT SOME WARDS UP!!!

BLUE show basic awareness points like baron and dragon and where ganks come from. These are your top priority warding points.
WHITE are points for junglers and buff stealers to ward. It allows you to keep tabs on the enemy jungler as well as protect your own buffs. I rate these as specifically your #2 in priority as solo top. (Top priority if jungling)
RED are basic laning phase points and have 2 uses, always having an eye in the bush to avoid face checking and to allow teleporting ganks. (Pulled one of these off with
One problem warding with
Jarvan IV however, is by mid game we tend to run out of any space for wards... but ward when you can or ask team mates to do so.
Summary
I hope what I was able to convey in this guide will help you in playing a strong
Jarvan IV. I am still adding to this guide with an incumbent team section and even more so any points or statements are welcomed with arms wide open.
Thank You very much for your time.
P.S. By Your Will, This Shall Be FINISHED!!!
Special Thanks
Reserved for anyone with a positive impact on this guide and helping others with it.
-
BlackIceT
rasR pi4ate
JhoiJhoi
Updates
Created 5/9/12
-updated consistently between 5/9/12 and 5/29/12
Slightly Major Revamp on 5/29/12, removed Trinity Bruiser Jarvan, but added a 3rd, more effective build.
-6/6/12 really not into LoL right (for the past month actually) now as my internet can not handle it at home, may get back into it during college and hoping this all stays viable.
-10/13/12 can't play LoL at college but I hope this guide is still working for everyone.
Needs new mastery tree.
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